/Engine/Source/Runtime/RenderCore/Public/Shader.h
namespace Freeze { void Freeze::IntrinsicToString ( const TIndexedPtr< [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) > & Object, const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & TypeDesc, const [FPlatformTypeLayoutParameters](API\Runtime\Core\Serialization\FPlatformTypeLayoutParameters) & LayoutParams, [FMemoryToStringContext](API\Runtime\Core\Serialization\FMemoryToStringContext) & OutContext ) }